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Augmented and Virtual Reality
Rating: 4.5 out of 5(35 ratings)
487 students

Augmented and Virtual Reality

Fundamentals, Applications and future need of this course
Last updated 6/2025
English

What you'll learn

  • Basics of Augmented and Virtual Reality
  • Real Life Examples
  • Future Scope
  • Why it is necessary to learn?

Course content

1 section7 lectures1h 57m total length
  • Introduction20:05

    This lecture introduces the core concepts of Augmented Reality, Virtual Reality, and Mixed Reality, exploring their historical development, key characteristics like immersion and presence, diverse applications across industries, and the current market trends and career opportunities.

  • VR Hardware and Devices20:11

    This lecture details the various types of VR headsets (tethered, standalone, mobile), their essential components (displays, optics, tracking systems), VR controllers, and other peripherals, while also addressing the significant challenges faced in VR hardware development.

  • AR Hardware and Devices20:30

    This lecture focuses on the hardware that powers Augmented Reality, covering different AR device types (smartphones, HMDs, projectors), their critical components (cameras, displays, sensors), the nuances of AR tracking (marker-based, markerless, SLAM), and the unique challenges in developing AR hardware.

  • VR Software and Development Basics13:35

    This lecture introduces the foundational software aspects of VR development, including popular game engines like Unity and Unreal, core VR programming concepts, stereoscopic rendering techniques, and principles for designing user-friendly VR interfaces.

  • AR Software and Development Basics21:17

    This lecture provides an overview of essential AR development frameworks (ARKit, ARCore, WebXR), fundamental AR programming concepts such as session management and object placement, and key UX design principles for creating realistic and intuitive AR experiences.

  • Assignment 1
  • Assignment 2
  • Assignment 3
  • Quiz 1st
  • Lecture 6 (Part 1st) : Immersion, Presence & User Experience (UX) in AR/VR11:19

    This lecture delves into the psychological aspects of immersive technologies, defining immersion and presence, explaining the causes and mitigation of motion sickness, outlining best practices for AR/VR UX design, and discussing accessibility considerations for diverse users.

  • Lecture 6 (Part 2nd) : Immersion, Presence & User Experience (UX) in AR/VR10:43

    This lecture delves into the psychological aspects of immersive technologies, defining immersion and presence, explaining the causes and mitigation of motion sickness, outlining best practices for AR/VR UX design, and discussing accessibility considerations for diverse users.

  • Quiz 2
  • Assignment 4

Requirements

  • No programming experience is needed.

Description

This Augmented Reality (AR) and Virtual Reality (VR) course offers a comprehensive exploration of immersive technologies, designed to provide a strong foundation for both newcomers and those looking to deepen their understanding. Starting with Lecture 1: Introduction to AR & VR, students will grasp the core definitions of AR, VR, and Mixed Reality (MR), differentiate between them, and trace their fascinating historical evolution. This foundational module also highlights the current market growth, diverse applications across sectors like gaming, healthcare, and education, and the numerous career opportunities emerging in this dynamic field.

The course then transitions into hardware, with Lecture 2: VR Hardware & Devices meticulously detailing various VR headsets, their crucial components such as displays, optics, and tracking systems, and associated peripherals, alongside the challenges they currently face. Lecture 3: AR Hardware & Devices mirrors this by focusing on AR-specific hardware, exploring smartphone AR, head-mounted displays, their cameras, sensors, and the critical role of tracking technologies like SLAM, while also discussing AR hardware's unique challenges.

The subsequent lectures delve into software and development. Lecture 4: VR Software & Development Basics introduces students to leading VR development platforms like Unity and Unreal Engine, fundamental VR programming concepts, efficient rendering techniques (including stereoscopic and foveated rendering), and principles for designing intuitive VR user interfaces. Similarly, Lecture 5: AR Software & Development Basics provides an overview of essential AR development frameworks such as ARKit, ARCore, and WebXR, covering core AR programming concepts like session management, plane detection, and accurate object placement using raycasting, emphasizing UX design for realistic AR experiences.

The course then elevates to human-centric aspects and advanced topics. Lecture 6: Immersion, Presence & User Experience (UX) in AR/VR is dedicated to understanding how users feel in immersive environments, defining immersion and presence, analyzing the causes and mitigation strategies for motion sickness, and outlining best practices for designing comfortable, accessible, and engaging UX. Building on visuals, Lecture 7: 3D Graphics & Asset Creation for AR/VR focuses on the artistic and technical elements of creating virtual worlds, covering 3D model fundamentals, texture mapping, materials, lighting, and crucial optimization techniques like LODs and texture atlasing for high performance. Finally, Lecture 8: Interaction Techniques in AR/VR explores the diverse ways users interact within these environments, detailing locomotion methods (teleportation, smooth locomotion), object manipulation (direct, ray-based), various input methods (controllers, hand tracking, gaze, voice), and effective UI/UX patterns.

Overall, this course provides a comprehensive and practical understanding of building and experiencing AR and VR.

Who this course is for:

  • For Beginners having IT background